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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "BaseButton" inherits= "Control" version= "3.6" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Base class for different kinds of buttons.
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</brief_description>
<description >
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BaseButton is the abstract base class for buttons, so it shouldn't be used directly (it doesn't display anything). Other types of buttons inherit from it.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "_pressed" qualifiers= "virtual" >
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<return type= "void" />
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<description >
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Called when the button is pressed. If you need to know the button's pressed state (and [member toggle_mode] is active), use [method _toggled] instead.
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</description>
</method>
<method name= "_toggled" qualifiers= "virtual" >
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<return type= "void" />
<argument index= "0" name= "button_pressed" type= "bool" />
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<description >
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Called when the button is toggled (only if [member toggle_mode] is active).
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</description>
</method>
<method name= "get_draw_mode" qualifiers= "const" >
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<return type= "int" enum= "BaseButton.DrawMode" />
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<description >
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Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the [enum DrawMode] enum.
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</description>
</method>
<method name= "is_hovered" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the mouse has entered the button and has not left it yet.
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</description>
</method>
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<method name= "set_pressed_no_signal" >
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<return type= "void" />
<argument index= "0" name= "pressed" type= "bool" />
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<description >
Changes the [member pressed] state of the button, without emitting [signal toggled]. Use when you just want to change the state of the button without sending the pressed event (e.g. when initializing scene). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] This method doesn't unpress other buttons in its button [member group].
</description>
</method>
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</methods>
<members >
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<member name= "action_mode" type= "int" setter= "set_action_mode" getter= "get_action_mode" enum= "BaseButton.ActionMode" default= "1" >
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Determines when the button is considered clicked, one of the [enum ActionMode] constants.
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</member>
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<member name= "button_mask" type= "int" setter= "set_button_mask" getter= "get_button_mask" default= "1" >
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Binary mask to choose which mouse buttons this button will respond to.
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To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT[/code].
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</member>
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<member name= "disabled" type= "bool" setter= "set_disabled" getter= "is_disabled" default= "false" >
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If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
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</member>
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<member name= "enabled_focus_mode" type= "int" setter= "set_enabled_focus_mode" getter= "get_enabled_focus_mode" enum= "Control.FocusMode" default= "2" >
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[i]Deprecated.[/i] This property has been deprecated due to redundancy and will be removed in Godot 4.0. This property no longer has any effect when set. Please use [member Control.focus_mode] instead.
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</member>
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<member name= "focus_mode" type= "int" setter= "set_focus_mode" getter= "get_focus_mode" overrides= "Control" enum= "Control.FocusMode" default= "2" />
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<member name= "group" type= "ButtonGroup" setter= "set_button_group" getter= "get_button_group" >
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[ButtonGroup] associated to the button.
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</member>
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<member name= "keep_pressed_outside" type= "bool" setter= "set_keep_pressed_outside" getter= "is_keep_pressed_outside" default= "false" >
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If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
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[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
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</member>
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<member name= "pressed" type= "bool" setter= "set_pressed" getter= "is_pressed" default= "false" >
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If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
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</member>
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<member name= "shortcut" type= "ShortCut" setter= "set_shortcut" getter= "get_shortcut" >
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[ShortCut] associated to the button.
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</member>
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<member name= "shortcut_in_tooltip" type= "bool" setter= "set_shortcut_in_tooltip" getter= "is_shortcut_in_tooltip_enabled" default= "true" >
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If [code]true[/code], the button will add information about its shortcut in the tooltip.
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</member>
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<member name= "toggle_mode" type= "bool" setter= "set_toggle_mode" getter= "is_toggle_mode" default= "false" >
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If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
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</member>
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</members>
<signals >
<signal name= "button_down" >
<description >
Emitted when the button starts being held down.
</description>
</signal>
<signal name= "button_up" >
<description >
Emitted when the button stops being held down.
</description>
</signal>
<signal name= "pressed" >
<description >
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Emitted when the button is toggled or pressed. This is on [signal button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] and on [signal button_up] otherwise.
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If you need to know the button's pressed state (and [member toggle_mode] is active), use [signal toggled] instead.
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</description>
</signal>
<signal name= "toggled" >
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<argument index= "0" name= "button_pressed" type= "bool" />
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<description >
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Emitted when the button was just toggled between pressed and normal states (only if [member toggle_mode] is active). The new state is contained in the [code]button_pressed[/code] argument.
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</description>
</signal>
</signals>
<constants >
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<constant name= "DRAW_NORMAL" value= "0" enum= "DrawMode" >
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The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons.
</constant>
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<constant name= "DRAW_PRESSED" value= "1" enum= "DrawMode" >
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The state of buttons are pressed.
</constant>
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<constant name= "DRAW_HOVER" value= "2" enum= "DrawMode" >
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The state of buttons are hovered.
</constant>
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<constant name= "DRAW_DISABLED" value= "3" enum= "DrawMode" >
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The state of buttons are disabled.
</constant>
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<constant name= "DRAW_HOVER_PRESSED" value= "4" enum= "DrawMode" >
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The state of buttons are both hovered and pressed.
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</constant>
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<constant name= "ACTION_MODE_BUTTON_PRESS" value= "0" enum= "ActionMode" >
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Require just a press to consider the button clicked.
</constant>
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<constant name= "ACTION_MODE_BUTTON_RELEASE" value= "1" enum= "ActionMode" >
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Require a press and a subsequent release before considering the button clicked.
</constant>
</constants>
</class>